I'm triggered because there's no long ass spinner at the end for point farming :c[anxient's normal]~ Is there a specific reason you switch between sliders on offbeats and then on downbeats...?01:23:200 (1,4) - Stack my dude01:30:400 (1,2) - I don't think this is too important, but these are the only two sliders with an overlap in this section. Again, not too important, but just fyi.01:42:400 (3,1) - Loosen (3) to blanket (1) better.01:56:400 - Your NC's are super inconsistent from here on out. 02:08:000 - Use the NCing from here and redo the first part.

[mun's hard]mun's hard... mun is hard...? SHIIRN WHAT ARE YOU DOING PUT YOUR SHIRT BACK ONThis is by far the hardest-to-read "Hard" difficulty I've ever seen01:19:600 (1,2) - Stack.01:23:600 - NC this for consistency. All of the other times, you do an NC on the growl. Do the same here.01:25:200 (2,1) - Loosen (2)'s bottom curve to more exactly match (1)'s curve.01:29:600 (1,1) - Stack.01:31:200 (2) - Stack etc.lmao rip all your patterning ^. Gotta select them all and move 'em.01:59:200 (2) - Rotate by -45 to complement 01:59:600 (1) - . It's also very covered up how it is now.02:09:000 (3,1) - So is this a Hard difficulty or what because I have never in my entire life seen a 1/6 spacing between sliders like this...02:15:800 (1,2) - Snap these to the grid and make them parallel. http://puu.sh/wac7t/9b28389938.jpg.02:18:400 (3) - CTRL+H and replace. Again, it's really dense in this section and there's a heck-ton of overlaps. You can clear it up a bit.

[conceptualize madness]01:17:200 (1) - Stack this with the rest of the slider. Literally just drag it and let it snap.01:26:800 (1,2,1) - I really think you should move (1 (the long slider)) down a little to match the visual spacing given by (1 (the short slider)) and (2). 'm assuming you were going for 01:29:000 (1,2,1) - This type of look. If not, ignore this.01:29:600 (1) - This isn't a change or anything, but please explain why this is on the blue tick? I'm really only curious. Also, this slider reminds me of a staple.inb4 Shiirn from Staples meme01:38:800 (1,1) - I believe you should move (1 (shorter one)) closer to the first one. The reason I say this is because during this section of the map, you've been spacing them equally. 01:32:400 (1,1) - 01:35:600 (1,1) - etc. This one seems a bit weird. If you want to fix it, a very simple change would be to CTRL+, and CTRL+J, and replace.01:39:200 (1) - Oh hey also this isn't snapped to 1/4. Is this deliberate?01:45:200 (3) - Make the FIRST/MIDDLE curve a bit looser to match the other side. Afterwards, move the LAST/TOP curve to blanket 01:45:800 (2) - better.01:45:600 (1,2,3,4,5,6,7) - While (1,3,5,7) are all snapped and stacked, (2,4,6) aren't the same way. I'm assuming you moved (4) down for visibility/readability, so I think it would be best to unsnap (6) from (2) and move it downward, following the motion as (2,4).01:45:600 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8) - The spacing in the section is a bit anti-climactic (especially 01:47:200 (1,2,3,4,5,6,7,8) - ). I think the first set of 9 is okay because you do the same type of patterning 01:48:800 (1,2,3,4,5,6,1,2,3) - here, but with increased spacing. I think you should find a way to increase spacing. If you don't care, you don't have to open up that box.

This is assuming you took 01:45:600 - 's mod!I would firstly move 01:47:200 (1) - down to around x:310|y:310 for emphasis from 01:46:800 (7,8,9) - this triple. 01:47:600 (3,4,5) -Then, I would snap (5) to 01:46:600 (6) - .01:48:000 (6,7,8) - I would lastly snap (8) to 01:47:200 (1) - .

01:49:800 (6) - Move this out from so far under the sliders for visibility. I suggest putting it and the end of 01:49:400 (4) - this slider, much like you did with 01:49:000 (2) - . This doesn't mean to remove the overlap though, just to move it out a bit more.02:07:900 (4) - I really think you should snap this to 02:08:800 (1) - so as not to break the rotating flow.02:12:000 (2,1) - This spacing is inconsistent with the rest of this part. For this specific sound, you haven't been changing the spacing much. 01:56:200 (2,1) - , 01:59:200 (2,1) - , 02:05:600 (2,1) - , etc. These are all relatively equally distance. However, you have 02:12:000 (2,1) - almost stacked. Again, if you don't care, don't click the box.

02:12:000 (2,1) - Move (1) into the centre of (2) and give it a blanket. I then move 02:13:000 (1) - up, like this.

[In General...]The 1/4 spacing/jumps in the lower diffs are really inconsistent. I understand the style of this mapset is quite different than most you'll see, but I still think that the spacing should be a lot cleaner.

conceptualize madness01:26:600 (2,1,1) - the pattern itself is good, but it's not lined up accurately. https://puu.sh/woFuS/54a45afc77.png vs https://puu.sh/woG6U/2031c1a2dc.png01:27:200 (2,1) - fix blanket (you'll probably have to change the grid size to blanket it properly)01:28:900 (2) - this circle is slightly misaligned from the rest of the group in an inconsistent way. 01:35:200 (4) - move to x:236 y:152 for aesthetic purposes01:45:800 (2,4,6) - pattern itself is fine, but the direction is inconsistent. move 6 down instead of up.01:47:600 (3,4,5,6,7,8,1) - this overlap is kind of bothersome, but I'll let you use your best judgment here.01:57:400 (2,1) - fix blanket01:57:400 (2,2) - after blanketing, stack these for a e s t h e t i c purposes.02:07:600 (1,2,3,4,1) - isn't too big of a problem, it's fun to play, but it feels a bit uncomfortable to play. you've set up this curvy motion through the previous section and it suddenly gets multi-directional and snappy. even moving the 4 south-east of its current location just a bit would help the flow.

mir's insane

01:28:500 (3) - nc this.01:32:800 (1,2,3) - don't start these anti-jumps in the same place the slider ended as it's inconsistent with the last set of anti-jumps. move the circle so it's an anti-jump as well. 01:36:000 (1,2,3) - same here.01:39:200 (1,2,3) - and here.01:38:800 (1,1,2,3,4,1) - https://puu.sh/woHct/de95c11643.png this is really cluttered and ugly. change the direction of the anti-jumps.01:42:700 (2,1) - fix blanket01:42:700 (2,1) - overlap 2's start with 1's end01:44:000 (2) - move to x:336 y:148 for blanket aesthetic purposes 01:43:000 (3) - if you follow through with the above, move to x:406 y:276 for aesthetic purposes01:51:200 (3,1) - beautiful blanket I'm so proud of you :')01:56:400 (1,2,1) - don't stack circle/slider like this if you've blanketed the circle; overlap the slider with the circle or change the slider's location.02:12:600 (1,2,3,1,2,1) - flow is a tad off. 02:13:600 (1) - lower this slider so its start is where its end currently is. then fix blanket accordingly.02:15:800 (1,2,3) - lower 3 so it's not overlapping 1 or stack 3's start with 1's end.

mun's hard01:19:200 (2) - Although it shouldn't be a problem, I would consider ncing this just for a very slight quality of life adjustment. Wouldn't effect beatmap rankability though.01:22:400 (2) - nc this.01:22:800 (1) - dont make this a nc.01:28:800 (4,5,6,7,8) - probably shouldn't have a stream like this in a hard difficulty, and it interferes with consistency. two sliders and a circle should be fine.01:28:800 (4) - nc.01:48:000 (3,4,5) - adjust the spacing of these triplets. it's inconsistent with every other triplet in the map.01:54:000 (1,2) - change these into a slider.

mika's advanced01:26:400 (1,2) - fix blanket, it's a few pixels off. might require a lower grid size.01:28:000 (1,2) - fix blanket (move right a bit)01:29:600 (1,2) - either nc the two or adjust the first slider to match the upcoming sliders, otherwise it causes a consistency issue.01:32:800 (1,2) - since you repeat it here i'd just nc the twos. same with the whole section.01:44:000 (3,4) - holy mother of blanketing fix01:47:200 (4,5) - blanket (just move the sliderend of four slightly to the right)02:18:000 (3) - nc.02:18:800 (1) - delete nc.02:20:000 (2) - i'd make this a 1/2 slider instead of a 1/1 slider. if you apply the above ncs, nc this.02:20:800 (1) - if you apply the above change, place this under the sliderend of 2 but don't overlap it for a e s t h e t i c purposes.

Anxient's Normal01:18:000 (3,4,1) - blanket 3 and 1 with 401:18:000 (3,1) - stack these01:44:800 (3,4,1) - I get what you were trying to do here but it's ugly. just go with the blanketed alternative.

All in all gud map and a pretty balanced spread but blankets need improvement. Good luck with ranking!

01:38:800 (2) - should be 1.3 DS01:42:400 (3) - 3/2 slider would represent this sound better right? also makes it stand out from the following 1/1 section02:01:600 (2,1) - could make the movement here a bit more obvious, kinda rough for this kinda diff02:05:200 (1) - DS randomly got bigger here. same with 02:08:000 (1) - 02:09:200 (2) - DS randomly got smaller here02:15:800 (2) - this also got randomly big. As a note, this might not be too bad because of the larger timeline gap but I would DS it appropriately regardless.02:20:200 (2,1) - eh...only stack like this so especially since its at the end of the map i can see this frustrating new players, I'd space it normally

Good diff

mikasa -

couple general things here,

when you increase the SV, the same DS ends up being a lot longer, I recommend shortening the DS for the faster sliders (like 01:22:800 (1) - ) so that it matches the base DS of the map. (easy way to do this is to lower SV back to normal, DS it, then increase SV again)the problem is compare things like 01:21:200 (3,1) - and 01:27:600 (4,1) - the difference is huge but the timeline gap is the same. make it more clear to help the player read!

01:28:000 (1,2) - blanket, if its intended to be one. i dont point these out unless they're really bad, which this is lol01:29:600 (1) - this parts pretty calm, you could lower the SV + spacing? optional01:52:000 (1) - everything after this spinner goes counterclockwise. Please change this so there's some variety in the movement.

Mun -

01:17:200 (1,2,3,1,2) - i dont really get this, why is 01:18:400 (1) - randomly a 1/1 slider when the rest are 1/2? theres no difference here to justify it. Similar issue with 01:24:800 (1,2). The 1/1 itself isn't inherently too bad, but at least be consistent between these two measures.01:17:200 (1,2,3) - This spacing seems much too excessive. Compare it to 01:23:600 (2,3,4) - for example.01:35:200 (3,1,1) - I would do something visually to distinguish the stacked 1/2 and stacked 1/4. You could space them different for example, while still making them touch. Maybe stick with using 01:28:000 (1,2) - this spacing for all the 1/4 gaps instead of stacking them.01:51:600 (1,1) - why do these not touch?01:57:200 (4) - Feels too short. I can see a player confusing this for a 1/4 slider.

Not entirely sure about the ending there, in terms of difficulty. Testplays by hard players (if you can manage to do that) might be nice.

Get more mods (especially for mikasa's diff once she changes the counterclockwise thing, but be sure every diff gets a couple mods) and then call me back for a recheck. I know you said you didn't think the set needed more mods, but I think it would be for the best moving forward.

Hobbes2 wrote:

Mun -

01:17:200 (1,2,3,1,2) - i dont really get this, why is 01:18:400 (1) - randomly a 1/1 slider when the rest are 1/2? theres no difference here to justify it. Similar issue with 01:24:800 (1,2). The 1/1 itself isn't inherently too bad, but at least be consistent between these two measures. The 1/1 slider is not "random," it lowers the rhythm density as the sound it is following fades out. This element is there every time this rhythm is represented, just in different ways to accommodate different sounds like 01:16:800 (1) - and 01:22:400 (2,3) - 01:17:200 (1,2,3) - This spacing seems much too excessive. Compare it to 01:23:600 (2,3,4) - for example. Changed spacing.01:35:200 (3,1,1) - I would do something visually to distinguish the stacked 1/2 and stacked 1/4. You could space them different for example, while still making them touch. Maybe stick with using 01:28:000 (1,2) - this spacing for all the 1/4 gaps instead of stacking them. No need. The 01:35:600 (1,1) - rhythm pattern has been constantly repeated throughout the song until this point, the player expects that they have to tap basically right as the first fast slider ends.01:51:600 (1,1) - why do these not touch? why do they need to?01:57:200 (4) - Feels too short. I can see a player confusing this for a 1/4 slider. Spacing between this and 01:57:600 (5) - is too wide for it to be mistaken for a 1/4 slider. Besides, I think 01:56:400 (3) - gives even the most mentally handicapped of players enough time to process that sliders here are slow.

Not entirely sure about the ending there, in terms of difficulty. Testplays by hard players (if you can manage to do that) might be nice. i'll drop it in a 3 star multi or send it to a rando 200k or sth - mashing through makes it fairly feasible, there is very little movement and the speed makes it very forgiving

Ongaku wrote:

hi,

[mun's hard]

01:25:200 (2) - shouldnt this be on 01:24:800 - , if we're following the consistency of the last two similar pattern? Fair enough. Changed.

Personally I think your color choice doesn't fit with the background. Just pink and purple alone is too feminine. You could throw in a light-red and maybe it'd work.

Madness

01:36:800 (2,3,4) - While this is still playable, design wise it seems random because of how you mapped it the past 2 times. Here I suggest mapping a variation of 01:33:600 (2,3,4) -

01:39:200 (1,2) - I think this part would look better if the body was parallel to 2.

01:48:800 - Here you should increase the hitsound volume because at the song builds up they get drowned out.

02:01:600 (1,2,1,2) - It'd sound less obnoxious if you muted the slider ends.

02:10:800 (2) - I think this would be better as a perfect blanket.

02:12:000 (2) - The way this is off center doesn't make much sense. Not a blanket, but I think it'd look better aligned properly.

Mir's Insane

01:20:400 (3,4,5,1,2,3) - I think the idea your going for here would be more obvious if you shrink the sv with each color.

01:24:800 (1,2,3) - The only way for your coloring to work is to change up the pattern a bit so it's supported. The pattern seems like a variant of the first part I mentioned, so the coloring at least should be identical.

01:28:900 (5,7) - The 1/4 is very subtle, so I'd bring it out with some hitsounds.

Mun's Hard

01:21:600 (1) - To better show the player this is variation you could place hitsounds on the end and the start. It'll tell them to listen to the beats on 01:22:400 (2,3) -

01:28:800 (4,5,7) - Maybe soft whistle on these to bring them out better.

01:29:600 (1) - While this works, there's a more intuitive way to map it. You could do a more compact shape that way even if the player doesn't know to move with it, they at least know to look out for the speed in the upcoming parts.

plaudible's advanced

01:38:800 (1) - Unsnapped thing

01:28:000 (1) - The slider shape in general is off. At least make the red node perfectly lined up as it looks like that's what you were trying to do.

Bubblun wrote:

From #modhelp requesting I mod this.

Mun's Hard

01:21:600 (1) - To better show the player this is variation you could place hitsounds on the end and the start. It'll tell them to listen to the beats on 01:22:400 (2,3) - No idea how that works, all it does is make a hitsounding inconsistency. It's perfectly readable as is.

01:28:800 (4,5,7) - Maybe soft whistle on these to bring them out better. Why? There's no reason to bring those out.

01:29:600 (1) - While this works, there's a more intuitive way to map it. You could do a more compact shape that way even if the player doesn't know to move with it, they at least know to look out for the speed in the upcoming parts. Fixed.